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Arcade › SuperScape
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Nobody has said anything about SuperScape yet. Play it, then tell the creator what you would add next.
SuperScape was built with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix SuperScape opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based 3D third-person action prototype titled “SuperScape,” set in the Harborlight District (subtitle: “Prototype 0.1”). Use Three.js-style rendering with a perspective camera following a controllable hero from behind at roughly 8 units distance. The player is a stylized low-poly superhero made from simple geometry: a blue capsule-like body, a small glowing orange/gold visor on the front, and a magenta/red rectangular cape. Place the hero in a large square urban district at night/evening: a dark ground plane with a long north-south road and crossing east-west road, a central roughly 22-by-22 plaza, blue angular block buildings around the perimeter, cyan illuminated trim along building tops, orange road markers, a tall cyan rectangular plaza beacon on a base, scattered trees, and four lamp posts around the plaza. Use a dark blue sky/background with fog, cool blue ambient/rim lighting plus warm directional light, shadows, and a clean stylized low-poly sci-fi/city aesthetic. The core objective is the active mission “Streetlight Sweep”: clear three rogue training drones near Harborlight Plaza. Spawn exactly three animated low-poly/mechanical drones at approximately (-13,-13), (14,-12), and (13,14) in world X/Z coordinates. They hover slightly and move in small circular/orbiting paths around their spawn points; show their idle animation if available. Each drone begins with 40 HP. The hero’s only attack is “Arc Burst,” a short-range energy strike triggered with Space or the on-screen “Trigger Arc Burst” button. It has a 1.2-second cooldown and affects every living drone within 5 world units of the player, dealing 25 damage. Flash hit drones briefly white. Two hits neutralize a drone; hide it when defeated. Show a toast for a hit, a miss (“Arc Burst missed — get closer.”), a neutralized drone (+30 XP), and completion. When a drone gets very close to the player, occasionally show the informational toast “A drone clipped your shield — keep moving!”; do not add health or damage systems that are not present. Award 30 XP and 10 credits for each neutralized drone. Once all three are neutralized, award an additional 60 XP and 40 credits and show the mission-complete toast “Mission complete · Harborlight trusts you.” Start at level 1, 0 XP, and 25 credits. Whenever XP reaches 100, subtract 100 and increment the level, showing a level-up toast. The HUD must display these live values and mission progress: a wide dark translucent rounded top bar with “SUPERSCAPE,” “Harborlight District · Prototype 0.1,” LV, XP as “current/100,” a star/credits count, and a Save button. Put an upper-left Active mission panel titled “Streetlight Sweep,” with the text “Clear the rogue training drones near Harborlight Plaza.”, a 0-to-3 progress bar, and “0/3 drones neutralized · Reward: 60 XP + 40 credits.” Put a bottom-right Power Loadout panel labeled “Arc Burst,” with “Short-range energy strike,” a SPACE key badge, and the trigger button. Add a bottom hint pill reading “WASD / arrows to move · Space to Arc Burst · drag to look · jump button on mobile.” Add centered transient toast notifications. Support WASD and arrow-key movement, jumping through the third-person controls, mouse/touch dragging to look, and a mobile jump affordance supplied by the control system. Keep the camera/player movement in the 3D world and allow the player to approach drones rather than using ranged targeting. Add a Save button that stores level, XP, credits, and neutralized count in localStorage and restores those values on reload, with a “Progress saved locally.” toast. Preserve the dark translucent glass-panel UI, cyan/blue text and borders, warm gold mission labels, rounded corners, and responsive mobile layout shown in the reference. Do not add menus, weapons, enemies, quests, shops, inventory, or mechanics beyond this single plaza mission and Arc Burst loadout.